// PortalProjection.cs // // Phase A8.F: project a cell-local portal polygon to NDC screen space, clipping against the // IN-FRONT-OF-EYE half-space (keep where w > MinW) so a portal straddling the camera does not // invert under the perspective divide, and the divide stays bounded away from the w=0 eye // singularity. // // The clip is NEAR-INDEPENDENT on purpose. We only use the projected x/y for the visibility clip // REGION, so a vertex in front of the eye is meaningful even if it is closer than the projection's // near plane. acdream's cameras build projection with Matrix4x4.CreatePerspectiveFieldOfView (D3D // convention, NDC z in [0,1]) and a 1.0 m near plane (RetailChaseCamera). The previous w+z>=0 // predicate was the GL ([-1,1]) near-plane test; against the D3D matrix it discarded everything // within ~0.5 m of the eye, so a doorway the chase camera was ~0.1 m from got clipped to empty -> // the cell behind it was culled -> the cottage doorway "void" (2026-06-03). Clipping at the eye // (w > MinW) keeps a portal you're standing in (it covers the screen) so the cell behind stays // visible. Retail PView::GetClip / ConstructView(CBldPortal) (decomp:432344 / 433832) near-clip the // portal poly likewise before projecting. using System.Collections.Generic; using System.Numerics; namespace AcDream.App.Rendering; public static class PortalProjection { /// Project a cell-local polygon to NDC, preserving the projected winding of /// the input (NOT normalized to CCW). The caller (PortalVisibilityBuilder) is responsible /// for feeding camera-facing portal polygons (via the portal-side test) so the result is /// CCW for the CCW-only . Returns fewer than 3 verts when /// the polygon is entirely behind the camera / degenerate. public static Vector2[] ProjectToNdc(IReadOnlyList localPoly, Matrix4x4 cellToWorld, Matrix4x4 viewProj) { if (localPoly == null || localPoly.Count < 3) return System.Array.Empty(); Matrix4x4 m = cellToWorld * viewProj; // To clip space (keep w). var clip = new List(localPoly.Count); foreach (var lp in localPoly) clip.Add(Vector4.Transform(new Vector4(lp, 1f), m)); // Clip against the in-front-of-eye half-space (keep where w > MinW). Near-independent: // see the file header — clipping at the projection's near plane culls portals the camera // is standing in (the doorway "void"). clip = ClipBehindEye(clip); if (clip.Count < 3) return System.Array.Empty(); // Perspective divide → NDC xy. var ndc = new Vector2[clip.Count]; for (int i = 0; i < clip.Count; i++) { float w = clip[i].W; ndc[i] = new Vector2(clip[i].X / w, clip[i].Y / w); } return ndc; } // Minimum clip-space w (≈ metres in front of the eye) to keep a vertex. Excludes the eye // (w=0) singularity and the ~5 cm right at it (bounding the perspective divide), but is // INTENTIONALLY far closer than the projection's 1.0 m near plane so a doorway the camera is // standing in still projects and the cell behind it stays visible. See the file header. private const float MinW = 0.05f; // Sutherland-Hodgman against the in-front-of-eye half-space: keep where w > MinW. private static List ClipBehindEye(List poly) { var result = new List(poly.Count + 1); for (int i = 0; i < poly.Count; i++) { Vector4 cur = poly[i]; Vector4 prev = poly[(i + poly.Count - 1) % poly.Count]; float dCur = cur.W - MinW; float dPrev = prev.W - MinW; bool curIn = dCur >= 0f; bool prevIn = dPrev >= 0f; if (curIn) { if (!prevIn) result.Add(Lerp(prev, cur, dPrev, dCur)); result.Add(cur); } else if (prevIn) { result.Add(Lerp(prev, cur, dPrev, dCur)); } } return result; } private static Vector4 Lerp(Vector4 p, Vector4 q, float dp, float dq) { float t = dp / (dp - dq); return p + t * (q - p); } }